disturbingly differing dynamic displacement damage system of differentiatable doom

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mat69

just fooling around
Dec 9, 2001
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Considering that this scope works correct: I think those hitzones change too slowly from standing to prone, i.e. if someone is going to prone is close to lieing on the floor while his hitzones are still in "stand mode", I'd rather like it the other way round, because if someone is going prone I am shooting at his prone position which he will reach soon (normally I'd hit his feet or even more).
 

yurch

Swinging the clue-by-four
May 21, 2001
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keihaswarrior said:
This is so ****in awesome. I love it.

The only thing I noticed was that I was getting some lowertorso hit messages when aiming here:
His cylinders are a bit hunchbacked, plus, bullets come out the barrel of the gun, not the sights. :p
The big thing to fix today will be the leaning - the player is rotating further than just his animation and it's throwin' off head/extremity positions.

That is of course, as soon as I get done with a testing session and several things around the house...
 

yurch

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mat69 said:
Considering that this scope works correct: I think those hitzones change too slowly from standing to prone, i.e. if someone is going to prone is close to lieing on the floor while his hitzones are still in "stand mode", I'd rather like it the other way round, because if someone is going prone I am shooting at his prone position which he will reach soon (normally I'd hit his feet or even more).
Inf has always been like that, unfortunately. Our system simply detects when he's 'prone' when inf says it is.
 

yurch

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Okay, this version follows leaning players really damned close. It probably won't get any better than this without us extending the hitboxes.

Remember, this is done for assault rifles in aim still, so the others will have deviations, usually minor. Now that lean works we can move on to maybe modeling some of these extra positions, like the looking down and up anims and hip modes.
Edit: as always, another version offered later...
 
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- Lich -

New Member
Jul 1, 2004
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Ok: found 2 things : Both occured firing the m16a4 with silencer.

First, I got one self hit, being crouched and fully leaned right. Bs4 did not tell me the location, but i was wearing Lv3a armor and I got full damage (52).
Second, I got multiple kind of self hits, firing prone on shootingrange, not leaned. These did not deal damage, but the stamina was reduced (not the max, so I could recover this 'damage').
 

{GD}Odie3

You Give Odie a Boner
Nov 19, 2001
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Crap, I missed this somehow. Okay getting this up to a test tonight.

BTW, you get that other thing working (little red dots)?

Also, does the RC50Fix mutator work with this version?
 
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yurch

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May 21, 2001
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{GD}Odie3 said:
BTW, you get that other thing working (little red dots)?

Also, does the RC50Fix mutator work with this version?
The insanityscope will only work offline or for a host of a listen server.
The RC50fix values should already be included and is no longer nessesary to run with this mutator.
 

UN17

Taijutsu Specialist
Dec 7, 2003
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Well, BS4 is drawing tracers for the modified Socom with suppressor. Is it supposed to show tracers for suppressed weapons? I'm sure you are also aware that the yellow glow from the bullets sometimes gets stuck in the level geometry. I assume they're sprites that didn't get the order to delete themselves.
 

yurch

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With the 'Alltracers' option, every bullet, and I mean EVERY bullet (even the shotgun and surpressed weapons) that goes through the notify will be drawn as a tracer. Disabling this option will use tracers with thier usual frequency, which is none at all for certain weapons.
(Also, the next version allows you to choose your tracer color in loadout as a proof of concept; yellow/blue/red/purple/green)
I'm aware of the getting stuck, but I haven't seen it first hand.
 

NTKB

Banned
Aug 25, 2001
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Would be cool if you could set the frequency of tracers based on the weapon. This would allow an admin to set tracers to a color he wants based on weapons maybe?
 

Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
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Colored tracer rounds? Never heard of something like this.
And according to Beppo the tracers we have in INF aren't even tracer rounds at all but only tracer effects that normal bullets leave behind (condensed air?).

So they shouldn't be colored.